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- /***********************************************************/
- /* */
- /* Amiga C Encyclopedia (ACE) V3.0 Amiga C Club (ACC) */
- /* ------------------------------- ------------------ */
- /* */
- /* Book: ACM Sound Amiga C Club */
- /* Chapter: EasySound Tulevagen 22 */
- /* File: EasySound.c 181 41 LIDINGO */
- /* Author: Anders Bjerin SWEDEN */
- /* Date: 92-05-10 */
- /* Version: 2.15 */
- /* */
- /* Copyright 1992, Anders Bjerin - Amiga C Club (ACC) */
- /* */
- /* Registered members may use this program freely in their */
- /* own commercial/noncommercial programs/articles. */
- /* */
- /***********************************************************/
-
-
-
- /* Include some important header files: */
- #include <exec/types.h>
- #include <exec/memory.h>
- #include <devices/audio.h>
- #include <stdio.h>
- #include "EasySound.h"
-
-
-
- #define CLOCK_CONSTANT 3579545
-
-
- /* An IOAudio pointer to each sound channel: */
- struct IOAudio *IOA[ 4 ] = { NULL, NULL, NULL, NULL };
-
- typedef LONG Fixed;
- typedef struct
- {
- ULONG oneShotHiSamples; /* #samples in the high octave 1-shot part */
- ULONG repeatHiSamples; /* #samples in the high octave repeat part */
- ULONG samplesPerHiCycle; /* #samples/cycle in high octave, else 0 */
- UWORD samplesPerSec; /* Data sampling rate */
- UBYTE ctOctave; /* Number of octaves of waveforms */
- UBYTE sCompression; /* Data compression technique used */
- Fixed volume; /* Playback volume from 0 to 0x10000 */
- } Voice8Header;
-
-
-
- /* Declare the functions we are going to use: */
-
- BOOL ESPlaySound(
- struct SoundInfo *info,
- UWORD volume,
- UBYTE channel,
- BYTE priority,
- WORD delta_rate,
- UWORD repeat,
- ULONG start,
- ULONG time,
- BOOL wait
- );
-
- void ESStopSound( UBYTE channel );
-
- BOOL ESPrepareIOA(
- UWORD period,
- UWORD volume,
- UWORD cycles,
- UBYTE channel,
- BYTE priority,
- struct SoundInfo *info,
- ULONG start,
- ULONG time
- );
-
- void ESRemoveSound( struct SoundInfo *info );
-
- struct SoundInfo *ESPrepareSound( STRPTR file );
-
- UWORD ESLoadSound( STRPTR filename, struct SoundInfo *info );
-
- ULONG ESGetSize( STRPTR filename );
-
- ULONG ESSizeIFF( STRPTR filename );
-
- UWORD ESReadIFF( STRPTR filename, struct SoundInfo *info );
-
- BOOL ESMoveTo( STRPTR check_string, FILE *file_ptr );
-
-
-
- /* ESPlaySound() */
- /* ESPlaySound() plays one already prepared sound effect. You can decide */
- /* what volume, which channel, what rate, which priority, how many times */
- /* the sound should be played and so on... */
- /* */
- /* Synopsis: ok = PlaySound( ptr, vol, cha, pri, drate, times, start, */
- /* time, wait ); */
- /* */
- /* ok: (BOOL) If the sound was played successfully TRUE is */
- /* returned, else FALSE. */
- /* */
- /* ptr: (struct SoundInfo *) Pointer to a SoundInfo structure. This */
- /* pointer was returned by PrepareSound(). */
- /* */
- /* vol: (UWORD) Volume, 0 to 64. */
- /* */
- /* cha: (UBYTE) Which channel should be used. (LEFT0, RIGHT0, */
- /* RIGHT1 or LEFT1) */
- /* */
- /* pri: (BYTE) What priority should be used. See header file for a */
- /* complete list of recommended priorities. */
- /* */
- /* drate: (WORD) Delta rate. When the sound is prepared, the record */
- /* rate is automatically stored in the SoundInfo structure, */
- /* so if you do not want to change the rate, write NORMALRATE. */
- /* */
- /* times: (UWORD) How many times the sound should be played. If you */
- /* want to play the sound forever, write NONSTOP. (To stop a */
- /* sound call the function StopSound().) */
- /* */
- /* start: (ULONG) Where in the sound data we should start to play. (If */
- /* you want to start at the beginning of the sound data set start */
- /* to 0.) */
- /* */
- /* time: (ULONG) For how long time the sound should be played. If you */
- /* want to play all of the sound data set time to 0. */
- /* */
- /* wait: (BOOL) Set this parameter to WAIT if you want to wait for the */
- /* sound to be completed. If you set it to DO_NOT_WAIT, your */
- /* program will continue to run while the sound is played. */
- /* NOTE! Do not try to play a sound continiously (times set to */
- /* NONSTOP) and at the same time set this field to TRUE! The */
- /* request will then never be completed and your program will */
- /* come to a dead lock!! */
-
- BOOL ESPlaySound(
- struct SoundInfo *info,
- UWORD volume,
- UBYTE channel,
- BYTE priority,
- WORD delta_rate,
- UWORD times,
- ULONG start,
- ULONG time,
- BOOL wait
- )
- {
- /* Before we may play the sound, we must make sure that the sound is */
- /* not already being played. We will therefore call the function */
- /* ISStopSound(), in order to stop the sound if it is playing: */
- ESStopSound( channel );
-
- /* Call the PrepareIOA() function that will declare and initialize an */
- /* IOAudio structure: */
- if( ESPrepareIOA( CLOCK_CONSTANT / info->RecordRate + delta_rate, volume,
- times, channel, priority, info, start, time ) )
- {
- /* We will now start playing the sound: */
- BeginIO( IOA[ channel ] );
-
- /* Should we wait for the sound to be completed? */
- if( wait )
- WaitIO( IOA[ channel ] );
-
- return( TRUE ); /* OK! */
- }
- else
- return( FALSE ); /* ERROR! */
- }
-
-
-
- /* ESStopSound() */
- /* ESStopSound() will stop the specified audio channel from continuing */
- /* to play the sound. It will also close all devices and ports that */
- /* have been opened, and deallocate some memory that have been */
- /* allocated. */
- /* */
- /* Synopsis: ISStopSound( channel ); */
- /* channel: (UBYTE) The audio channel that should be stopped. (LEFT0, */
- /* LEFT1, RIGHT0 or RIGHT1.) */
-
- void ESStopSound( UBYTE channel )
- {
- /* Check if the IOAudio structure exist: */
- if( IOA[ channel ] )
- {
- /* 1. Stop the sound: */
- AbortIO( IOA[ channel ] );
-
- /* 2. If there exist a Sound Device, close it: */
- if( IOA[ channel ]->ioa_Request.io_Device )
- CloseDevice( IOA[ channel ] );
-
- /* 3. If there exist a Message Port, delete it: */
- if( IOA[ channel ]->ioa_Request.io_Message.mn_ReplyPort )
- DeletePort( IOA[ channel ]->ioa_Request.io_Message.mn_ReplyPort );
-
- /* 4. Remove the request block: */
- DeleteExtIO( IOA[ channel ], sizeof( struct IOAudio ) );
-
- /* 5. Set the pointer to NULL so we know that this */
- /* request has now been deleted: */
- IOA[ channel ] = NULL;
- }
- }
-
-
-
- /* ESPrepareIOA() */
- /* ESPrepareIOA() allocates and initializes an IOAudio structure. */
- /* */
- /* Synopsis: ok = ISPrepareIOA( per, vol, cyc, cha, ptr, start, time ); */
- /* */
- /* ok: (BOOL) If the IOAudio structure was allocated and */
- /* initialized successfully, TRUE is returned, else FALSE. */
- /* per: (UWORD) Period time. */
- /* vol: (UWORD) Volume, 0 to 64. */
- /* cyc: (UWORD) How many times the sound should be played. */
- /* (0 : forever) */
- /* cha: (UBYTE) Which channel should be used. (LEFT0, RIGHT0, */
- /* RIGHT1 or LEFT1) */
- /* ptr: (struct SoundInfo *) Pointer to a SoundInfo structure. */
- /* start: (ULONG) Where in the sound data we should start to play. */
- /* time: (ULONG) For how long time the sound should be played. */
-
- BOOL ESPrepareIOA(
- UWORD period,
- UWORD volume,
- UWORD cycles,
- UBYTE channel,
- BYTE priority,
- struct SoundInfo *info,
- ULONG start,
- ULONG time
- )
- {
- /* Store error numbers here: */
- BYTE error;
-
- /* Declare a pointer to a MsgPort structure: */
- struct MsgPort *port;
-
-
-
- /* Get a reply port: (No name, normal priority) */
- port = (struct MsgPort *)
- CreatePort( NULL, 0 );
-
- /* Did we get a reply port? */
- if( !port )
- {
- /* Bad news! We did not get a reply port. */
-
- /* Return with an error value: */
- return( FALSE );
- }
-
-
-
- /* Create an IOAudio request: */
- IOA[ channel ] = (struct IOAudio *)
- CreateExtIO( port, sizeof( struct IOAudio ) );
-
- /* Could we allocate enough memory? */
- if( !IOA[ channel ] )
- {
- /* Tough luck! We did not get a request block. */
-
- /* Close the reply port: */
- DeletePort( port );
-
- /* Return with an error value: */
- return( FALSE );
- }
-
-
-
- /* Initialize the IOAudion structure: */
-
- /* Set priority: */
- IOA[ channel ]->ioa_Request.io_Message.mn_Node.ln_Pri = priority;
-
- /* Set channel: (This program tries to reserve one specific */
- /* audio channel. It does not support an allocation array */
- /* with several options.) */
- info->channel_bit = 1<<channel;
-
- /* Give the request block a pointer to our simple allocation array: */
- IOA[ channel ]->ioa_Data = &(info->channel_bit);
-
- /* Set the length of our allocation array: */
- IOA[ channel ]->ioa_Length = sizeof( UBYTE );
-
- /* Open Audio Device: */
- error = OpenDevice( AUDIONAME, 0, IOA[ channel ], 0);
-
- /* Have wee successfully opened it? */
- if( error )
- {
- /* Hard times! Could not open the device! */
-
- /* Delete the request block: */
- DeleteExtIO( IOA[ channel ], sizeof(struct IOAudio) );
-
- /* Close the reply port: */
- DeletePort( port );
-
- /* Set audio pointer to NULL so we know that */
- /* we do not have any request block here: */
- IOA[ channel ] = NULL;
-
- /* Return with an error value: */
- return( FALSE ); /* ERROR! */
- }
-
-
-
- /* We now have a reply port, a request block, one */
- /* audio channel reserved and the audio device has */
- /* been opened. Prepare to play: */
-
-
-
- /* Initialize the request block with the users requirements: */
- IOA[ channel ]->ioa_Request.io_Flags = ADIOF_PERVOL;
-
- /* We want to play sound (write data to the audio device): */
- IOA[ channel ]->ioa_Request.io_Command = CMD_WRITE;
-
- /* Set period value: */
- IOA[ channel ]->ioa_Period = period;
-
- /* Set volume: */
- IOA[ channel ]->ioa_Volume = volume;
-
- /* Number of times the sound wave should be played: */
- IOA[ channel ]->ioa_Cycles = cycles;
-
- /* If the user has specified a play time we use */
- /* it, else we play the complete sound: */
- if( time )
- IOA[ channel ]->ioa_Length = time;
- else
- IOA[ channel ]->ioa_Length = info->FileLength;
-
- /* Set start position in the waveform: */
- IOA[ channel ]->ioa_Data = info->SoundBuffer + start;
-
-
-
- /* Everything has been prepared, return with OK: */
- return( TRUE );
- }
-
-
-
- /* ESRemoveSound() */
- /* ESRemoveSound() will stop playing the sound, and deallocate all memory */
- /* that was allocated by the PrepareSound() function. Before your program */
- /* terminates, all soundeffects that have been prepared, MUST be removed. */
- /* */
- /* IMPORTANT! Each channel that is currently playing the sound must be */
- /* stopped before you may remove the sound!!!! (Use the ESStopSound() */
- /* function.) */
- /* */
- /* Synopsis: ESRemoveSound( pointer ); */
- /* */
- /* pointer: (struct SoundInfo *) Pointer to a SoundInfo structure. */
-
- void ESRemoveSound( struct SoundInfo *info )
- {
- /* IMPORTANT! The sound must have been */
- /* stopped before you may remove it!!! */
-
- /* Have we allocated a SoundInfo structure? */
- if( info )
- {
- /* Deallocate the sound buffer: */
- FreeMem( info->SoundBuffer, info->FileLength );
-
- /* Deallocate the SoundInfo structure: */
- FreeMem( info, sizeof( struct SoundInfo ) );
- info = NULL;
- }
- }
-
-
-
- /* ESPrepareSound() */
- /* ESPrepareSound() loads a sampled sound file (IFF or FutureSound) into */
- /* a buffer that is automatically allocated. All information about the */
- /* sound (record rate, length, buffersize etc) is put into an SoundInfo */
- /* structure. If ESPrepareSound() has successfully prepared the sound it */
- /* returns a pointer to a SoundInfo structure, otherwise it returns */
- /* NULL. */
- /* */
- /* Synopsis: pointer = ESPrepareSound( filename ); */
- /* */
- /* pointer: (struct SoundInfo *) Pointer to a SoundInfo structure. */
- /* */
- /* filename: (STRPTR) Pointer to a string containing the name of the */
- /* sound file. For example "df0:Explosion.snd". */
-
- struct SoundInfo *ESPrepareSound( STRPTR file )
- {
- /* Declare a pointer to a SoundInfo structure: */
- struct SoundInfo *info;
-
-
-
- /* Allocate memory for a SoundInfo structure: (The memory */
- /* can be of any type, and should be cleared.) */
- info = (struct SoundInfo *)
- AllocMem( sizeof( struct SoundInfo ), MEMF_CLEAR );
-
- /* Have we successfully allocated the memory? */
- if( !info )
- {
- /* A black day! Not enough memory. */
-
- /* Return error value (NULL): */
- return( NULL );
- }
-
-
- /* Get the size of the sound file, and store */
- /* it in the SoundInfo structure: */
- info->FileLength = ESGetSize( file );
-
- /* Does the file contain any data? */
- if( info->FileLength == 0 )
- {
- /* Not your day! File is empty or we */
- /* have not been able to open it. */
-
- /* Deallocate the SoundInfo structure: */
- FreeMem( info, sizeof( struct SoundInfo ) );
-
- /* Return error value (NULL): */
- return( NULL );
- }
-
-
-
- /* Allocate enough memory for the sampled sound, and store a */
- /* pointer to the buffer in the SoundInfo structure: (Remeber */
- /* that sound data must be in chip memory.) */
- info->SoundBuffer = (BYTE *)
- AllocMem( info->FileLength, MEMF_CHIP|MEMF_CLEAR );
-
- /* Have we successfully allocated the memory? */
- if( !info->SoundBuffer )
- {
- /* This really &%*£$"! Not enough memory. */
-
- /* Deallocate the SoundInfo structure: */
- FreeMem( info, sizeof( struct SoundInfo ) );
-
- /* Return error value (NULL): */
- return( NULL );
- }
-
-
-
- /* Load the sound, and store the record rate in the SoundInfo */
- /* structure. If the sound could not be loaded, 0 is returned: */
- info->RecordRate = ESLoadSound( file, info );
-
- if( info->RecordRate == 0 )
- {
- /* Horrible times! Could not load the sound. */
-
- /* Deallocate the sound data buffer: */
- FreeMem( info->SoundBuffer, info->FileLength );
-
- /* Deallocate the SoundInfo structure: */
- FreeMem( info, sizeof( struct SoundInfo ) );
-
- /* Return error value (NULL): */
- return( NULL );
- }
-
-
-
- /* The sound has now successfully been loaded! */
-
- /* Old FutureSound files were saved in kHz. If the record rate */
- /* is less than one hundered, we know it is an old FutureSound */
- /* file, and simply multiply the rate with one thousand: */
- if( info->RecordRate < 100 )
- info->RecordRate *= 1000;
-
-
-
- /* Return a pointer to the SoundInfo structure: */
- return( info );
- }
-
-
-
- /* ESLoadSound() */
- /* ESLoadSound() will load sampled sound that was either saved in IFF */
- /* or FutureSound format. */
- /* */
- /* Synopsis: rate = ESLoadSound( filename, pointer ); */
- /* */
- /* rate: (UWORD) The record rate is returned if the sound was */
- /* successfully loaded, else 0. */
- /* */
- /* filename: (STRPTR) Pointer to a string containing the name of the */
- /* sound file. For example "df0:Explosion.snd". */
- /* */
- /* pointer: (struct SoundInfo *) Pointer to a SoundInfo structure. */
-
- UWORD ESLoadSound( STRPTR filename, struct SoundInfo *info )
- {
- FILE *file_ptr; /* Pointer to a file. */
- ULONG length; /* Data Length. */
- UWORD record_rate; /* Record rate. */
-
-
- /* Check if it is an IFF File: */
- if( ESSizeIFF( filename ) )
- {
- /* Yes, it is an IFF file. Read it: */
- return( ESReadIFF( filename, info ) );
- }
- else
- {
- /* No, then it is probably a FutureSound file. */
- /* Open the file so we can read it: */
- if( (file_ptr = fopen( filename, "r" )) == 0 )
- return( 0 ); /* ERROR! Could not open the file! */
-
- /* Read the data length: */
- if( fread( (char *) &length, sizeof( ULONG ), 1, file_ptr ) == 0 )
- {
- /* ERROR! Could not read the data length! */
- /* Close the file, and return zero: */
- fclose( file_ptr );
- return( 0 );
- }
-
- /* Read the record rate: */
- if( fread( (char *) &record_rate, sizeof( UWORD ), 1, file_ptr ) == 0 )
- {
- /* ERROR! Could not read the record rate! */
- /* Close the file, and return zero: */
- fclose( file_ptr );
- return( 0 );
- }
-
- /* Read the sampled sound data into the buffer: */
- if( fread( (char *) info->SoundBuffer, length, 1, file_ptr ) == 0 )
- {
- /* ERROR! Could not read the data! */
- /* Close the file, and return zero: */
- fclose( file_ptr );
- return( 0 );
- }
-
- /* Close the file: */
- fclose( file_ptr );
-
- /* Return the record rate: */
- return( record_rate );
- }
- }
-
-
-
- /* ESGetSize() */
- /* ESGetSize() returns the size of the file which was saved in either */
- /* IFF or FutureSound format. */
- /* */
- /* Synopsis: length = ESGetSize( filename ); */
- /* */
- /* length: (ULONG) Data length. */
- /* */
- /* filename: (STRPTR) Pointer to a string containing the name of the */
- /* sound file. For example "df0:Explosion.snd". */
-
- ULONG ESGetSize( STRPTR filename )
- {
- FILE *file_ptr; /* Pointer to a file. */
- ULONG length; /* Data length. */
-
-
- /* Check if it is an IFF File: */
- if( ( length = ESSizeIFF( filename ) ) == 0 )
- {
- /* No, then it is probably a FutureSound file. */
- /* Open the file so we can read it: */
- if( ( file_ptr = fopen( filename, "r" ) ) == 0 )
- return( 0 ); /* ERROR! Could not open the file! */
-
- /* Read the data length: */
- if( fread( (char *) &length, sizeof( ULONG ), 1, file_ptr ) == 0)
- {
- /* ERROR! Could not read the data length! */
- /* Close the file, and return zero: */
- fclose( file_ptr );
- return( 0 );
- }
-
- /* Close the file: */
- fclose( file_ptr );
- }
- return( length );
- }
-
-
-
- /* ESSizeIFF() */
- /* ESSizeIFF() returns the size of an IFF file, or zero if something */
- /* went wrong (for example, It was not an IFF file). */
- /* */
- /* Synopsis: length = ESSizeIFF( filename ); */
- /* */
- /* length: (ULONG) Data length. */
- /* */
- /* filename: (STRPTR) Pointer to a string containing the name of the */
- /* IFF file. For example "df0:Explosion.snd". */
-
- ULONG ESSizeIFF( STRPTR filename )
- {
- FILE *file_ptr; /* Pointer to a file. */
- STRPTR empty_string = " "; /* Four spaces. */
- LONG dummy; /* A dummy variable. */
- Voice8Header Header; /* Voice8Header structure. */
-
-
- /* Try to open the file: */
- if( file_ptr = fopen( filename, "r" ) )
- {
- fread( (char *) empty_string, 4, 1, file_ptr );
- if( strcmp( empty_string, "FORM" ) == 0)
- {
- /* Read twice: */
- fread( (char *) empty_string, 4, 1, file_ptr );
- fread( (char *) empty_string, 4, 1, file_ptr );
-
- /* Check if it is a "8SVX" file, or not: */
- if( strcmp( empty_string, "8SVX" ) == 0 )
- {
- ESMoveTo( "VHDR", file_ptr );
- fread( (char *) &dummy, sizeof( LONG ), 1, file_ptr );
- fread( (char *) &Header, sizeof( Header ), 1, file_ptr );
-
- /* Close the file, and return the length: */
- fclose( file_ptr );
- return( Header.oneShotHiSamples + Header.repeatHiSamples );
- }
- }
- /* Close the file: */
- fclose( file_ptr );
- }
- /* Return zero: (ERROR) */
- return( 0 );
- }
-
-
-
- /* ESReadIFF() */
- /* ESReadIFF() reads an IFF file into the buffer, and returns the record */
- /* rate. */
- /* */
- /* Synopsis: rate = ESReadIFF( filename, pointer ); */
- /* */
- /* rate: (UWORD) The record rate is returned if the sound was */
- /* successfully loaded, else 0. */
- /* */
- /* filename: (STRPTR) Pointer to a string containing the name of the */
- /* sound file. For example "df0:Explosion.snd". */
- /* */
- /* pointer: (struct SoundInfo *) Pointer to a SoundInfo structure. */
-
- UWORD ESReadIFF( STRPTR filename, struct SoundInfo *info )
- {
- FILE *file_ptr; /* Pointer to a file. */
- STRPTR empty_string = " "; /* Four spaces. */
- LONG dummy; /* A dummy variable. */
- Voice8Header Header; /* Voice8Header structure. */
-
-
- /* Try to open the file: */
- if( file_ptr = fopen( filename, "r" ) )
- {
- fread( (char *) empty_string, 4, 1, file_ptr );
- if( strcmp( empty_string, "FORM" ) == 0 )
- {
- /* Read twice: */
- fread( (char *) empty_string, 4, 1, file_ptr );
- fread( (char *) empty_string, 4, 1, file_ptr );
-
- /* Check if it is a "8SVX" file, or not: */
- if( strcmp( empty_string, "8SVX" ) == 0 )
- {
- ESMoveTo( "VHDR", file_ptr );
- fread( (char *) &dummy, sizeof( LONG ), 1, file_ptr );
- fread( (char *) &Header, sizeof( Header ), 1, file_ptr );
-
- ESMoveTo( "BODY", file_ptr );
- fread( (char *) &dummy, sizeof( LONG ), 1, file_ptr );
- fread( (char *) info->SoundBuffer, Header.oneShotHiSamples +
- Header.repeatHiSamples, 1, file_ptr );
-
- /* Close the file, and return the record rate: */
- fclose( file_ptr );
- return( Header.samplesPerSec );
- }
- }
- /* Close the file: */
- fclose( file_ptr );
- }
- /* Return zero: (ERROR) */
- return( 0 );
- }
-
-
-
- /* ESMoveTo() */
- /* ESMoveTo() walks through an IFF file, and looks for chunks. */
- /* */
- /* Synopsis: ESMoveTo( chunk, file_ptr ); */
- /* */
- /* chunk: (STRPTR) The chunk we want to get to. */
- /* */
- /* file_ptr: (FILE *) Pointer to an already opened file. */
-
- BOOL ESMoveTo( STRPTR check_string, FILE *file_ptr )
- {
- STRPTR empty_string = " "; /* Four spaces. */
- int skip, loop; /* How much data should be skiped. */
- LONG dummy; /* A dummy variable. */
-
-
- /* As long as we have not reached the EOF, continue: */
- while( !feof( file_ptr ) )
- {
- fread( (char *) empty_string, 4, 1, file_ptr);
-
- /* Have we found the right chunk? */
- if( strcmp( check_string, empty_string ) ==0 )
- return( 0 ); /* YES! Return nothing. */
-
- /* Move foreward: */
- fread( (char *) &skip, sizeof( LONG ), 1, file_ptr );
- for( loop = 0; loop < skip; loop++ )
- fread( (char *) &dummy, 1, 1, file_ptr);
- }
- }
-